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Made in us
Regular Dakkanaut




heres myt go at a ~competive daemons list. Never been much for special characters.
Updated list:
Tzneentch Battalion 718
LoC baleful sword, impossible robes, warlord (trait -1 damage)
Changecaster
20 pinks
20 pinks
10 brim

Khnore battalion 611
Daemon Prince wings, daemonic axe, khnore
Bloodmaster
30 Bloodletters banner intrusment
10 Bloodletters
10 Bloodletters

Nurgle Battalion 671
GUO bileblade Bilesword
Poxbringer
sloppity Bilepiper
6 Nurglings
3 Nurglings
3 Nurglings

pinks DS for 1 cp, Big blood letter squad for 2 cp, Banner CP for blood letters, GUO Deep strikes 2cp, Daemon prince spends 1 cp for skull reaver. Leaving the list with about 4 cp to work with during the game.


Spoiler:
Battlion
LoC Baleful sword impossible robe warlord trait: -1 damage taken (bolt of change/ infernal gate/ Boon of change)
Change caster (gaze of fate/ flickering flames)
9 Nurglings
9 Nurglings
10 brimstone

Battlion Khorne
Daemon Prince of khorne wings daemonic axe
Bloodmaster
28 Bloodletters banner intrusment
10 Bloodletters
10 Bloodletters

Suprerme command Nurgle
GUO plague flail doom bell (miasma/Virulent Blessing)
Poxbringer (Shriveling Pox)
sloppity Bilepiper


186 summoning

SUmmoning pool
26 pink horrors
brim stones/blue horrors
6 flamers
2 exalted flamers

Right off. Think nurglings are great as they can T1 charge and have access to lots of nice buffs.
Daemon prince spends 1 cp to take the skullreaver
Blood letter bomb (3cp)


wondering if i should drop the wings on the daemon prince to get 2 more blood letters in the bomb?? having the daemon prince able to fly and quickly move up the table to charge over bubble wraps to get on tanks and such to get that skullreaver plowing through stuff.

Not sure on the summoning??/ feels good to have the flexibility, and gives the change caster more to do.

This message was edited 5 times. Last update was at 2018/01/12 17:22:30


 
   
Made in ca
Longtime Dakkanaut




*Current meatspace coordinates redacted*

Or you could just put the tzeentch stuff into another detachment, earn some more CPs, and use those CPs to just deepstrike the parts you want to via strategem. It's more reliable than summoning.

Were you planning on DS the Bloodletters?

Also, you lose access to the loci and whatnot when you mix gods in a detachment, so you may want to change up your force org (the battalion is what I'm pointing to).

He knows that I know and you know that he actually doesn't know the rules at all. 
   
Made in us
Regular Dakkanaut




 Fenris-77 wrote:
Or you could just put the tzeentch stuff into another detachment, earn some more CPs, and use those CPs to just deepstrike the parts you want to via strategem. It's more reliable than summoning.

Were you planning on DS the Bloodletters?

Also, you lose access to the loci and whatnot when you mix gods in a detachment, so you may want to change up your force org (the battalion is what I'm pointing to).


Only characters get loci so the nurgle dudes get the loci, and the tzneetch loci is abit meh.

I suppose you are pretty right in the battalion and summoning in stuff. Just like the flexibility of summoning, but i guess the range on summoning is pretty limiting and the roll can be too iffy. Reliability vs flexibility.

Thanks.

edit: looking at it more, i don't know if the brimstone tax is worth coverting out a battlion as it wouldn't be enough points to even squeeze in 20 horrors.

This message was edited 1 time. Last update was at 2018/01/11 20:11:37


 
   
Made in ca
Longtime Dakkanaut




*Current meatspace coordinates redacted*

double post
Automatically Appended Next Post:
I like the Tzeentch and Khorne elements. I have doubts about the Nurgle. The DP and prince are fine, but I don;t really know about spending the points to buff Nurglings. I'm not saying it's bad, but if I were you I'd want to try it out a couple of times. Also, if the LOC is going to be the only juicy big target on the board to start the game, maybe he should have the Robes? He's going to eat a ton of fire and the durability might be very useful.

This message was edited 2 times. Last update was at 2018/01/12 11:36:43


He knows that I know and you know that he actually doesn't know the rules at all. 
   
Made in us
Regular Dakkanaut




 Fenris-77 wrote:
double post
Automatically Appended Next Post:
I like the Tzeentch and Khorne elements. I have doubts about the Nurgle. The DP and prince are fine, but I don;t really know about spending the points to buff Nurglings. I'm not saying it's bad, but if I were you I'd want to try it out a couple of times. Also, if the LOC is going to be the only juicy big target on the board to start the game, maybe he should have the Robes? He's going to eat a ton of fire and the durability might be very useful.


Yeah he's got the robes and the warlord trait to reduce damage by 1. That's why I spend the cp on the skullwesver, and by spend g cp on it, that way if the opponent is truly all hoard in a tournament. I can save the 1cp. As regular relics have to be part of your list.

Yeah i reduced the nurglings elements with that same thought in mind. They actualy get qiite tough though, they can turn 1 charge and can get up to 2+ to wound against guard, with what I'm bringing they'd only get to 3+. Plus all the nurglings buff stuff buffs the GPU, and the shrivel poxs can be used to assist the other gods with thier targets. . For instance shrivel pox on mortarian and Magnus can reduce them to T6 and give the daemon Prince a 2+ to wound them. Or let the pink horrors wound MEQs on a 2+.

Thanks alot for your input. Will fix the list to show the LoC has robes and warlord

This message was edited 1 time. Last update was at 2018/01/12 17:21:23


 
   
Made in ca
Longtime Dakkanaut




*Current meatspace coordinates redacted*

Tactically, I only see one problem with counting on the buffs to both Nurglings and the GUO. Your buff characters start on the board, as do the Nurglings. So if your plan is to buff the GUO as well a canny opponent will have a really good idea where he's going to DS based on the location of the characters, and can thus plan accordingly. Not a crippling problem, but something to consider anyway.

He knows that I know and you know that he actually doesn't know the rules at all. 
   
Made in us
Regular Dakkanaut




 Fenris-77 wrote:
Tactically, I only see one problem with counting on the buffs to both Nurglings and the GUO. Your buff characters start on the board, as do the Nurglings. So if your plan is to buff the GUO as well a canny opponent will have a really good idea where he's going to DS based on the location of the characters, and can thus plan accordingly. Not a crippling problem, but something to consider anyway.


Thats most certainly true. Even more so with only 20 bloodletters, 10 brimstones, 12 nurgling (which is kind of like, but isn't exactly, having 72 brim stones), and a lord of change to protect stuff.

I had considered plague bearers, but they only meaningfully more durable than brimstones and nurglings over 30 models, and once they drop below 20 that effect is lost.

nurglings and brims are about equally durable now with nurglings be more vulnerable to multi damage weapons.

That said the nurgling scounting can denie some deep striking or atleast keep them out of rapid fire range, and having to deploy so far away it could result in needing to kill ever last one of those models before any particular character will count as the closest model. So learning how to deploy this army is going to be very important against good opponnents. ..... yeah very insightful you are indeed haha.

This message was edited 2 times. Last update was at 2018/01/12 18:32:30


 
   
Made in ca
Longtime Dakkanaut




*Current meatspace coordinates redacted*

I can't tell if you read my post correctly or not (my bad either way).

When I said "where he's going to DS" I meant the GUO, not the opponent, although I suppose my post makes some sense the other way too. I was pointing out that the GUO will need to DS within range of the buffs already on the board, which could allow your opponent to have a very precise idea where the GUO is going to show up. That said, you could always DS somewhere else, but then you lose the buffs. I'd try it out, and see how much the GUO's efficiency is hurt by opponents guessing where he's landing based on the buff characters. If it's too easy for them to adjust you have to go a different route. If no one seems to notice and your GUO is wrecking face, then you're fine.

He knows that I know and you know that he actually doesn't know the rules at all. 
   
Made in us
Regular Dakkanaut




 Fenris-77 wrote:
I can't tell if you read my post correctly or not (my bad either way).

When I said "where he's going to DS" I meant the GUO, not the opponent, although I suppose my post makes some sense the other way too. I was pointing out that the GUO will need to DS within range of the buffs already on the board, which could allow your opponent to have a very precise idea where the GUO is going to show up. That said, you could always DS somewhere else, but then you lose the buffs. I'd try it out, and see how much the GUO's efficiency is hurt by opponents guessing where he's landing based on the buff characters. If it's too easy for them to adjust you have to go a different route. If no one seems to notice and your GUO is wrecking face, then you're fine.


*re-reads* lmao!!! Your right. My vaf.

Yeah j guess the HIP is pretty telegraphed. Even then when he comes down. He just flops down and really won't be do I g much more than casting shrivel pox and maybe attempting the 9" charge.
   
 
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